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    • By Eusebio Ptolomeu
      So, I've downloaded NAM and installed it successfully in my computer, however I would like to know what the "Network Addon Mod Controller", the last item in the Build Highways and Ramps section. It looks like some kind of plopabel object, but I can't place it, wherever I try. Is it just to show the current version of my NAM?
    • By Eusebio Ptolomeu
      I admit I don't know if this is the right place to post this, but this is more of a tip I have for anyone who is facing problems with neighborhood deals involving trash. I've seen lots of people complainining that they can't export garbage from city A to city B, even if city A has a garbage problem and city B has a lot of capacity to deal (or at least it looks like it does). Now, as I said, it might look like everything is okay with city B when it comes to garbage, but there is a chance (at least this was always the case for me) that you're not looking as deep at this city as the simulation. Let me explain:
       There are 2 ways people always use to check garbage in a city, ex. city B. First, is there piles of trash on the roads and streets? If you click the garbage data map, do you see lots of yellow-orange-red squares scattered around? When you check the graph, is the green line (amount of trash) above the blue (capacity)? If that's the case, then this city has a garbage problem, and you should tackle this before importing trash from the other cities. Now, I'm sure you already knew that. Your problem is that you neither see piles of trash in the streets, nor any indication of trash in the data map. Even in the graph, you should have your trash line below your capacity one. And, despite all of this, you still can't import more garbage. I had this issue from years until I figured something that, so far, has worked for me and perharps it might work for you too: it looks like, when considering if the city could import garbage or not, the simulation takes into account the current TREND in the garbage department of your city, not your current situation.
      What this means: going back to the example of the otherwise perfectly fine city above, it's true that, for now, this city doesn't have a garbage problem. But let the simulation run for some months and look at the behaviour of the (and only the) green, ammount of trash, line. Forget about the blue, capacity, line entirely. Is this green line growing? Is the ammount of trash increasing in your city? Then, even though you might not have a garbage problem now, you're bound to have on in the future, and the simulation seems to take that into account. So what to do? Well, I've solved all of this problems by simpling building more Waste-to-Energy plants to burn the trash, until I start to have a descending green line. When this happens, you'll probably be able to import more trash to this city.

      So this is a tip which has worked for me so far, and might help some of you out there too. Whenever you see that you can't import garbage in a city even though this city looks fine, check the garbage history graph, and see if the green line is growing: if so, build more waste-to-energy plants until you have a descending green line, and you should be able to import trash for this city once again.
    • By Dragonxander
      Greetings to all fellow mayors and Simtropolitan citizens!
       
      I want to present you a series of tutorials revolving around a very immersing part of the game: earthworks!
      Why? Because it's a very fundamental aspect of any construction in real life and can add aesthetic and functional depth to your cities.  I came up with a series of tutorials I'll be developing for this purpose, ranging from the most fundamental aspects to highly demanding applications of in-game earthmoving to shape the destiny of your city.
      Perhaps the biggest gain players can get from mastering earthworks is making rugged terrain regions all that much more enjoyable. It may be tempting to always go with a very flat region to make building easy, but that approach makes players miss the opportunity of a challenging terrain resulting in a thrilling and wonderful landscape. I'll be making these based on my main ongoing region, the Sinnoh Region, as the one fundamental geographic element that defines it are its mountains.
       
      One favor I ask followers of this series is to avoid posting on the tutorial threads until they have been constructed. Their completion will be announced here and in the meantime, the corresponding comments can be made here.
      Finally, before we start, I would like everyone's feedback on which category should I tackle next after completing the fundamentals tutorial.
       
      ESSENTIAL TOOLS:
      Network Addon Mod, latest version (currently the 36, versions 34 and 35 will still be adequate). In particular, make sure to have the NAM hole digging lots, these are super important to do a lot of the required steps I'll be showing.  
       
      Slope mode of your choice (in my case, the BRF Tunnel and Slope Mod). I recommend this one in particular because it's one of the most strict slope mods available for SimCity 4. I currently use an older version which still did not include a dedicated Real Highway (RHW) slope, but that isn't a problem for me as you'll all learn during the tutorials.  
      Region with hilly, rolling and/or mountainous terrain--anything that isn't a super flat expanse of nothingness will do.  
      God Terraforming in Mayor Mode (or if not your thing, use the cheat to activate God mode terraforming tools in Mayor Mode  
       
      T U T O R I A L   S E R I E S :
      A. EARTHWORKS FUNDAMENTALS: (in the making)
      Starting a town (Emeragrove): now available! Main local road (Emeragrove): screenshots available, pending writing Bridge across river (Emeragrove): upcoming Power lines (Emeragrove): upcoming  
      B. EARTHWORKS APPLIED TO MAJOR TRANSPORTATION PROJECTS AND URBAN RENEWAL (future)
      Rural Freeway Segment (Route 203) Rural Freeway Interchanges (Route 203) River Diversion (Jubilife) Urban Freeway Retrofit (Jubilife) Median Mass Transit (Jubilife) Suburban Freeway Retrofit (Route 204)  
      C. MOUNTAIN MADNESS (future)
       Difficult mountain crossing (Oreburgh-Pal Park) Mountain Railway (Oreburgh-Pal Park) Dam and reservoir (Pal Park) Mine expansion (Oreburgh) Tunnels across mountains (Route 216)  
      D. COASTAL CHALLENGE (future)
      Seaport (Jubilife Port) Power Plant (Jubilife Port) Beaches (Hotel Grand Lake) City straddling the sea (Sunyshore) Building a linear breakwater (Seabreak Path) Building an island (Flower Paradise) Underwater tunnels (Jubilife)
    • By Dragonxander
      The very first post of this tutorial series!!
       
      Earthwork Fundamentals 1: Starting a Town
       
      Welcome to Emeragrove!!
      Population: 0 Infrastructure: just a neighbor connection Trees: 0 Citizen complaints: 0 ...Huh....not a whole lot of action in here. Maybe we can change that!
       
      Our blank slate: a large city tile with a river running along the western side and rolling terrain on almost all of its land area. We will settle next to the head of navigation of the small river, highlighted by the saddle shape in red.

       
      We want to investigate the terrain characteristics in the area, we start by activating the “terrainquery” cheat (Ctrl+X, then write "terrainquery"). This allows us to obtain the tridimensional coordinates for any point within the city tile.

       
      We find that, towards the northwest of our view, the terrain’s elevation (y = 258.9 meters above SimCity level) is a meager 8.9 meters above the game’s sea level (250.0 meters).

       
       
      Moving towards the southeast, we find a slightly more elevated position, at 260.8 meters above SimCity level. We secure this elevation by plopping road tiles to form a flat surface we want to propagate via cut and fill. This matters because if the starting terrain is too low, the slope cannot be demonstrated effectively and Sims are at risk of losing everything to a river flood within the floodplain area.

       
      We then continue placing single road squares in a checkerboard pattern and emphasizing the boundaries of the terrain we intend to level off. One convenient way to do this is to plop a sufficiently long stretch of road squares along which we’ll be dragging the roads proper to level additional terrain along the stretch of squares.

       
      We keep dragging roads until covering an area sufficiently large to host our town’s historic center.

       
      Now, we zoom in towards an edge of the flattened terrain. As you can notice, the slope between the leveled terrain and the floodplain may be too steep for comfort or even safety (landslide risks, perhaps?).

       
      We can now fix that by dragging short stubs of road, starting at the flattened area’s edge. These stubs should be one square shorter than the distance needed to directly touch the floodplain.

       
      We continue this operation until we have the particular edge covered.

       
      Then we begin doing the same along the diagonal edge. Notice how the stub is dragged from the protruding corner of the tile.

    • By funforfree99
      The most up to date version of ilive reader is necesary, check the mods page of http://simtropolis.com for this program.

      How to back up simcity_1.dat

      1. Find it in your program files and then maxis then simcity 4.
      2. copy the file to your desktop and leave it there.
      3. If anything goes wrong simply replace this file.

      Lesson 1. Creating ordinances that bring in 5000 per resident.

      1. Open your ilive reader and load simcity_1.dat
      2. Open the analyser click tree then search
      3. Find the plus sign beside ordinances and open it
      4. search for the ordinance named smoke detectors
      5. click it and in the data that appears on the left choose cost per resident double click this info line and edit the value that can be edited. ( a negative number means you are losing money for purpose of this lesson change it to 50000)
      6. While we are here lets also change the flamability rating. Find the line named % effect on flamabillity and change it. (1 = normal flamability 0= no flamability 100000=super flamability)
      7. close analyser and save
      8. Test out the patch

      Coming soon how to increase fire radius.
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